Skip to main content

The Game

Game

Documents about The Game

Cover of CyberAgent FY2026 First Half Consolidated Financial Results
Financial report9 pages

CyberAgent FY2026 First Half Consolidated Financial Results

CyberAgent’s consolidated financial results for the first half of the fiscal year ending September 30, 2026, demonstrate significant growth across its core business segments.

  • CyberAgent achieved record-high interim results for the first half of FY2026, with net sales reaching ¥478,584 million (up 13.6% YoY) and operating income surging 79.8% to ¥52,459 million.
  • The Game Business acted as a primary growth engine, delivering ¥132,227 million in net sales—a 47.4% increase—and a 106.3% rise in operating income to ¥38,596 million.
  • The Media & IP Business, anchored by the ABEMA platform, generated ¥124,812 million in net sales and saw a 119.8% increase in operating income.
CyberAgentMay 2026
Article

The Game Developer's Career Ikigai

The game development industry is characterized by high levels of fragmentation and volatility, necessitating a proactive approach to professional trajectory management.

  • Career fulfillment in game development requires balancing four distinct variables: the craft you practice, the creative context of the projects, the market viability of your skills, and your personal contribution goals.
  • Distinguish between generalist paths (common in small indie studios) and specialist paths (typical in large AAA studios), as these choices fundamentally dictate your future career mobility and the types of roles you will be qualified for.
  • Evaluate studio health before joining, as working for unstable companies—those with high layoff frequency, reliance on unconfirmed publishing deals, or poor financial runways—can result in lost portfolio work and stunted professional growth.
Game Studio UnlockedApr 2026
Cover of Interview with Dispatch developer: We were told comedy games don't sell
51 min
The Game Business51 min

Interview with Dispatch developer: We were told comedy games don't sell

The interactive narrative game Dispatch serves as a compelling case study in challenging industry orthodoxy regarding the commercial viability of comedy and narrative-driven titles.

  • Dispatch achieved commercial and critical success with over four million sales and nine BAFTA nominations, despite industry skepticism regarding the viability of comedy-focused narrative games.
  • The studio successfully utilized an episodic release model to maintain high player engagement and completion rates throughout the product's lifecycle.
  • After losing an initial publishing partner, the studio pivoted to self-publishing, using a high-impact trailer at The Game Awards to secure investor confidence and retain creative control.
The Game BusinessMar 2026
Cover of The final word on GDC | Week in Mobile Games podcast
39 min
PocketGamer.biz39 min

The final word on GDC | Week in Mobile Games podcast

The Game Developers Conference faces a precarious future following a sharp decline in 2024, where attendance plummeted by 33% to 20,000 participants and exhibitor numbers reached their lowest level since 2012.

  • Starting June 2026, PEGI will expand its age rating criteria to include in-game monetization and online features, with games containing loot boxes or paid random items likely defaulting to a PEGI 16 rating.
  • Epic Games Store GM Steve Allison described the recent Google-Epic settlement, which allows developers to keep more revenue, as a 'meaningful reset' that provides developers with a toolkit to improve margins.
  • King’s Farm Heroes Saga has surpassed $2 billion in lifetime revenue, highlighting the continued success of the studio's casual portfolio despite its historical, largely unsuccessful attempts to pivot toward midcore titles.
PocketGamer.bizMar 2026
Cover of Resident Evil Requiem's 5m sales: How Capcom did it
51 min
The Game Business51 min

Resident Evil Requiem's 5m sales: How Capcom did it

The gaming industry is currently navigating a period of significant structural transition, marked by increased regulatory scrutiny of international investments, the failure of live-service models like Highguard, and evolving platform strategies from major publishers.

  • Resident Evil Requiem achieved 5 million unit sales in under one week, marking the fastest launch in the franchise's history.
  • The title reached a peak of 344,414 concurrent players on Steam, underscoring the critical role of PC and handheld hardware like the Steam Deck in driving high-volume sales.
  • Capcom generated significant pre-launch momentum by securing over one million wishlists through a platform-agnostic marketing strategy that avoided exclusive deals.
The Game BusinessMar 2026
Cover of Capcom Delivered a Marketing Masterclass with Resident Evil Requiem
Article

Capcom Delivered a Marketing Masterclass with Resident Evil Requiem

Capcom achieved a significant commercial milestone with the release of Resident Evil Requiem, which recorded five million sales in under one week.

  • Capcom’s 'Resident Evil Requiem' achieved five million sales in under a week, driven by a strategic shift away from PlayStation-exclusive marketing toward multiplatform events like Summer Game Fest to better capture the growing PC audience.
  • Google is reducing in-app purchase commission rates from 30% to 20% and decoupling its payment system from the Play Store, with new service fees for developers using Google’s billing system rolling out globally between June 2026 and September 2027.
  • The US government is investigating whether Tencent can maintain its ownership and investments in US-based game companies, including stakes in Riot Games and Epic Games.
The Game BusinessMar 2026
Cover of Quarterly Transition by Business Segment
Financial report1 page

Quarterly Transition by Business Segment

CyberAgent’s financial performance for the first quarter of fiscal year 2024 demonstrates a significant recovery in profitability compared to the same period in the previous year.

  • CyberAgent achieved a significant financial turnaround in Q1 2024, swinging from a 1.25 billion yen operating loss in Q1 2023 to a 6.28 billion yen profit on total net sales of 193.07 billion yen.
  • The Internet Advertisement Business remains the company's primary revenue engine, generating 105.32 billion yen in sales and 5.66 billion yen in operating profit.
  • The Media Business significantly narrowed its losses, reducing its operating deficit from 9.35 billion yen in Q1 2023 to 991 million yen, improving the segment margin from -27.9% to -2.3%.
CyberAgentFeb 2026
Cover of Kadokawa Q3 FY2026 Financial Results (Japanese GAAP)
Financial report15 pages

Kadokawa Q3 FY2026 Financial Results (Japanese GAAP)

This financial report details the consolidated results for KADOKAWA Corporation during the first nine months of the fiscal year ending March 31, 2026, covering the period from April 1, 2025, to December 31, 2025.

  • Kadokawa’s operating profit plummeted 59.7% to 6.3 billion yen for the first nine months of FY2026, while net income fell 70.0% to 2.2 billion yen on net sales of 202.9 billion yen.
  • The Publication and IP segment experienced a 90.2% decline in operating profit, driven by rising personnel costs and a lack of major domestic hits, despite growth in U.S. and Asian markets.
  • The Animation and Live-Action segment shifted to an operating loss of 904 million yen due to a reliance on new, less established titles compared to the previous year's major successes.
Kadokawa CorporationFeb 2026
Cover of Consolidated Financial Results: FY3/26 – 3rd Quarter
Financial report36 pages

Consolidated Financial Results: FY3/26 – 3rd Quarter

Akatsuki Inc. achieved a significant financial turnaround in the third quarter of the fiscal year ending March 2026, characterized by a 79% year-over-year increase in consolidated sales to ¥6,581 million and a return to profitability with net income reaching ¥1,003 million.

  • Akatsuki Inc. returned to profitability in Q3 FY3/26 with ¥1,003 million in net income and a 79% year-over-year sales increase to ¥6,581 million.
  • The company committed to returning ¥10 billion to ¥15 billion to shareholders through FY2028 via a progressive dividend policy.
  • Financial performance was driven by the launch of 'Kaiju No. 8 The Game' and sustained revenue from the legacy title 'Dragon Ball Z Dokkan Battle'.
AkatsukiFeb 2026
Cover of Q1 FY2026 Presentation Material
Financial report41 pages

Q1 FY2026 Presentation Material

CyberAgent achieved record-high consolidated sales of 232.3 billion yen and a nearly threefold increase in operating profit during the first quarter of fiscal year 2026.

  • CyberAgent achieved record-high consolidated sales of 232.3 billion yen in Q1 FY2026, reaching nearly 47% of its annual operating profit target in the first three months.
  • The Game segment drove performance with a 69.2% year-over-year sales increase and a fivefold surge in operating profit, largely fueled by the global success of Jujutsu Kaisen Phantom Parade.
  • AbemaTV reached a key milestone by achieving independent profitability within the Media & IP segment.
CyberAgentFeb 2026
Cover of GREE Holdings FY2026 Q2 Financial Results Briefing (Transcript)
Financial report7 pages

GREE Holdings FY2026 Q2 Financial Results Briefing (Transcript)

GREE Holdings reported solid financial results for the second quarter of fiscal year 2026, characterized by improved profitability across its core business segments despite a downward revision in sales expectations.

  • GREE Holdings raised its full-year operating profit forecast from ¥3.6 billion to ¥4.4 billion, driven by effective cost controls and strong performance in the VTuber sector.
  • Consolidated Q2 FY2026 results show net sales of ¥12.7 billion and an operating profit of ¥0.4 billion.
  • The VTuber business achieved record-high quarterly sales, fueled by a 50% quarter-on-quarter increase in the Production Business.
GREEFeb 2026
Cover of Consolidated Financial Statements for the Third Quarter of Fiscal Year Ending March 31, 2026 (Japanese GAAP)
Financial report11 pages

Consolidated Financial Statements for the Third Quarter of Fiscal Year Ending March 31, 2026 (Japanese GAAP)

Akatsuki Inc. demonstrated significant financial growth during the first nine months of the fiscal year ending March 31, 2026, characterized by a substantial increase in profitability despite modest revenue gains.

  • Akatsuki Inc. reported a 287.6% surge in profit attributable to owners to ¥2,856 million for the first nine months of the fiscal year ending March 31, 2026, despite a modest 2.1% increase in net sales to ¥16,497 million.
  • The Games and Comics segment saw segment profit more than double to ¥3,391 million, driven by operational efficiencies, the liquidation of underperforming subsidiaries, and the August 2025 launch of Kaiju No. 8 The Game.
  • The company underwent a major restructuring to establish three new reporting segments: Games and Comics, Entertainment and Lifestyle, and AI/DX Solutions.
AkatsukiFeb 2026